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Searched refs:basicGLLineRasterization (Results 1 – 7 of 7) sorted by relevance

/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/vulkan/
DGlslangWrapperVk.cpp25 options.emulateBresenhamLines = features.basicGLLineRasterization.enabled; in CreateSourceOptions()
DShaderVk.cpp53 if (contextVk->getFeatures().basicGLLineRasterization.enabled) in compile()
Dvk_caps_utils.cpp871 if (getFeatures().basicGLLineRasterization.enabled) in ensureCapsInitialized()
980 if (mPhysicalDeviceFeatures.geometryShader && !mFeatures.basicGLLineRasterization.enabled) in ensureCapsInitialized()
1012 if (mPhysicalDeviceFeatures.tessellationShader && !mFeatures.basicGLLineRasterization.enabled) in ensureCapsInitialized()
DProgramVk.h28 return contextVk->getFeatures().basicGLLineRasterization.enabled && gl::IsLineMode(mode); in UseLineRaster()
DContextVk.h624 return getFeatures().basicGLLineRasterization.enabled && gl::IsLineMode(mode); in isBresenhamEmulationEnabled()
DRendererVk.cpp2531 ANGLE_FEATURE_CONDITION(&mFeatures, basicGLLineRasterization, !IsAndroid() && !isPowerVR); in initFeatures()
/third_party/skia/third_party/externals/angle2/include/platform/
DFeaturesVk.h28 Feature basicGLLineRasterization = { member